#version 300 es

// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 colorIn;

uniform mat4 MVP;
uniform mat4 transform;

out vec3 vertexColor;

void main(){

    gl_Position = MVP * transform * vec4(vertexPosition_modelspace, 1);
    vertexColor = colorIn;
}

